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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Gyrthok

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  1. Its interesting to note that earlier RTS's (IE: C&C: Tiberian Dawn, Dune 2, Warcraft 1) didn't have FoW but relied on revealing a shroud during the course of the battle. I don't think it really reduces strategic depth for some of the reasons Silvermyst mentioned. The number of objects a player needs to keep track of in a round is one determining factor, building and defending their economy, army, setting up defenses, coming up with strategic attack/defense plans, etc. Can make it difficult to sit there and stare at your opponents base and troop movements 24/7 and try to deduce their strategy for attacking you. Even if you did do that, your opponent would be free to do the same to you, potentially resulting in active attempts to mislead or distract each other. That said it would probably be nice to have the choice of having a FoW or not when setting up a new game or some such. That FoW generator idea also seems like an interesting idea, similar to the cloaking fields in C&C: tiberium sun.
  2. Quote:I am making a game and currently using sprites someone else made, i am useless at drawing and i dont know much about spriting. Try reading Creating Good Game Art When Your Not An Artist and So You Want To Be A Pixel Artist? Also try visiting some of the artists forums in my signature below, notably Pixeljoint and Pixelation to find more tutorials/examples/help. Quote:My question is can anyone here help me with the sprites? Indeed, try posting in the Help Wanted section and in the Artists forum's below in my signature. You may also be interested in reading Contracting Art For Your Game.
  3. In addition to whatever commendations for procedures/efficiency in combat the player may obtain it could also include whether the Soldier/platoon he's accompanying actually succeed in their mission or not. For example do you heal the grunt holding his guts in or patch up the arm of the guy who can set the explosives for the bridge your supposed to blow? To add to the list: Trauma Center Series DS Games. Dark Cut Series flash games.
  4. It depends on what you want, but the two aren't really all that different. 2D is easy to make but difficult to do a lot of animations with due to having to paint each frame, 3D is difficult to initially create but is easier to pose and create animations for, etc. If you've never done this sort of thing before i'd suggest 2D because it has a lower barrier to entry, although its up to you. You may want to read: Creating Good Game Art When Your Not An Artist, you can also find some sprite sheets from places like Lost Garden. You could also check the Artist Forums in my signature below for tutorials or too see if you can find someone to help you.
  5. I suggest you try reading some of Tom Slopers Tutorials on how-to break into the gaming industry and sell your idea. Also consider posting in the Breaking into the Games Industry section here on GD.net. Best of luck.
  6. Quote:If i can not do that will i not make it as a 3d artist Traditional art skills are not required to do 3D modeling, although they may certainly help. The only thing that may pose a problem would be Texturing (since that requires a certain level of traditional art skill), but with practice i'm sure you'll do fine. I'd recommend Blender, its free and has everything you'll ever need, Modeling, texturing, animating, etc. Incidentally you may want to read This, seeing as Blenders interface is considered to be quite unintuitive (at first anyway).
  7. Hm, pretty fun game. Quote:1.) Where would you post a request (besides, obviously, gamedev's help wanted forum)? Artists Forums are a good place to start, just check the links below in my signature. Quote:2.) Although my budget is very small, I don't expect free labor. What kind of price range should I be looking for? Do you typically pay by the piece? Depends on what you need and the rates of the artist you want to work with. Quote:3.) Any other advice on finding & working with freelance game artists? Is there a FAQ on this anywhere? Contracting Art For Your Game, or if all else fails Creating Good Game Art When Your Not An Artist.
  8. 2D animation is traditionally Frame By Frame, much like a flip book with various pictures in different states of motion. For games, the actual "animating" would be implemented by the programmer who would use a SpriteSheet and setup the order the frames are displayed and at what rate. As for programs, there are a number that can help you make animated Gif's or allow you to more easily preview and make your animations, such as Graphics Gale, Microsoft Gif Animator, or AVI Creator, among others. You may also find This and This tutorial to be of some use.
  9. There's also the various Pixel Art forum's down in my signature (such as Pixeljoint/Pixelation/Pixeldam) which have a lot of resources/tutorials/people on the subject.
  10. I think a good place to start would be around Artist Websites like those in my signature below. You can find all sorts of resources/tutorials and helpful information from the people there. You may also want to read Creating Good Game Art When Your Not An Artist.
  11. Well there's Rampart, Castles, Castles 2: Seige & Conquest, and maybe Warlords.
  12. I would think it would depend on what art assets you need and the rates of the particular artist(s) your working with. You may find Contracting Art For Your Game useful, and if you need to find any 2D/3D artists just check the links in my signature below.
  13. While others have mentioned it, I would recommend Python as its powerful, has a clean syntax, and a low learning curve. Since all programming languages share certain similarities (ie: loops, if/then, variables, etc) it can allow him to more easily understand these underlying principles and give him a leg up if he wants to explore other more complex languages like C++. Some useful resources: Snake Wrangling For Kids - A (free) Python programing book for children 8 years and older. Python Official Website Pygame - SDL Wrapper Pyglet - OpenGL Wrapper
  14. As others have mentioned the shift will likely be from action to more logistical/management styles of play. You should try examining some simulation games like Silent Hunter 3 or Battlecruiser 3000AD and see how they handle command positions, although you should be wary of BC3000ADs interface.
  15. Maybe this would be a good opportunity to expand the GDWiki?